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Releases: NemesisSSBU/Playable_Bosses

Competitive Playable Bosses 1.0.0 - 2.0.4

25 Jul 17:00
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Competitive Playable Bosses!

Boss Stats

ALL BOSSES HAVE ONE(1) LIFE
- Master Hand: 400 HP
- Crazy Hand: 400 HP
- Dharkon: 400 HP (Rage at 220 HP)
- Galeem: 400 HP (Rage at 220 HP)
- Marx: 400 HP
- Giga Bowser 600 HP (No Knockback)
- Ganon: 600 HP
- Dracula: 660 HP (Phase 1 dies at 160 HP, Phase 2 dies at 500 HP. If you want to play Dracula in Stamina mode, always play Dracula with above 200 HP, or else he won't reach Phase 2)
- Rathalos: 600 HP
- Galleom: 700 HP (Rage at 220 HP)
- WOL Master Hand: 400 HP

ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME:

  • If the msg_name.msbt file that comes with this mod fails to execute (that means you have conflicting msg_name.msbt files from other mods) and have another language other than English, you run the risk of the game crashing when selecting Dharkon, Galeem, or Dracula (having Spanish as your main language in SSBU is the largest example of this).

In short: Make sure your msg_name.msbt file is working or you have your language set to English. If your msg_name.msbt file is installed properly you can use any language you want without the risk of a crash!

  • The person within the Player 1 slot has the potential to control WOL Master Hand while he's within an attack animation regardless of whoever selected him (only other real players, not CPU, it is recommended that the person in the Player 1 position is the one who plays as WOL Master Hand)
  • Many bosses will not be able to properly play on maps that aren't flat and aren't around the size of a battlefield stage (flying bosses such as Master Hand, Crazy Hand, Dharkon, Galeem, Marx, and Rathalos are better for these more complex stages)
  • Dharkon and Galeem crashing the game when attempting to open the training mode pause menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • The game does not end naturally if Dharkon or Galeem are in a match with no time limit.
  • CPU Dharkon or Galeem crash the game if the game naturally ends (the only possible way for this to happen is a time limit)
  • In Squad Strike, if Dharkon or Galeem dies, the other selected fighter will not spawn in. Be sure to have selected Dharkon and/or Galeem towards the end of your fighter selections.
  • WOL Master Hand and Dracula not respawning if their character is removed during training mode or them not spawning in when it's their turn after the first selected fighter.
  • If Giga Bowser in Stamina Mode loses a stock and the stock is only set on one(1), the game will freeze.
  • Upwards scrolling stages cannot be accommodated for bosses, even flying bosses (sorry but Nintendo put these stages at the last minute resulting in dead_zone not being updated, that's on them for rushing the development of these stages).

Changes from beta

  • Reworked Master Hand and Crazy Hand's code
  • Master Hand and Crazy Hand have updated team moves (only when they are on the same team and facing the correct way) (Jump button on Crazy Hand = team punch, Jump button on Master Hand = stage shock, DPAD UP on Master Hand = bark attack, DPAD UP on Crazy Hand = laser duet, DPAD DOWN on Master Hand = Scratch Attack)
  • Master Hand and Crazy Hand's AI now initiate their team moves on their own (only when they are on the same team and facing the correct way)
  • Master Hand and Crazy Hand now have different spawns in animations depending on if they're on the same team or independent.
  • Dharkon and Galeem's inputs now properly disable until they are within the idle animation
  • Dharkon and Galeem both have their "vanish" ability removed as to not create extremely unfair situations
  • Dharkon and Galeem have different targeting flags for CPU fighters
  • Dharkon and Galeem no longer have sped up animations
  • Dharkon and Galeem have had their AI random wait times adjusted to become more unrelenting (shorter, is 59 random, was 200 random)
  • Better CPU Targeting of Dharkon and Galeem
  • Flying bosses now start off with an invisible falling animation on the fighter’s side rather than being put into standby
  • Flying bosses (except Rathalos) have a more "floaty" feel when controlling their movement
  • Master Hand and Crazy Hand position oriented attacks now go by distance from the ground for better functionality
  • Crazy Hand’s Fire Chariot attack no longer gets stuck infinitely on uneven surfaces
  • Ganon has a new move on the down DPAD button
  • Ganon has a new move on the left DPAD button
  • Ganon have a new double thunder attack on the down Attack button
  • Master Hand haystack needles are now fixed
  • Marx AI has been properly stubbed
  • Marx Black Hole attack has been adjusted to eject the player and then spawn Marx back in
  • Bosses are now put into maximum (10.0) AI intensity
  • Damage multipliers within the code have been removed
  • Bosses can now attack other bosses and correctly apply damage
  • Crashes on Rathalos have been addressed
  • Crashes in team battle have been addressed
  • Team battle stock issues have been addressed
  • Stunned bosses now recover instantly
  • Galleom now has a new move on the left DPAD button
  • Damage modules have been completely reworked so bosses no longer take damage on a preset value but rather what the character's damage output truly deals.
  • Master Hand and Crazy Hand now have a specific variation set of each other
  • Dharkon and Galeem now have a specific variation set of each other
  • Galleom properly plays his death animation upon dying at the same time the game ends.
  • WOL Master Hand no longer has spawning issues
  • WOL Master Hand is now able to be controlled by the intended player most of the time
  • WOL Spawn in issues addressed
  • Flying bosses can now reach to edges of the stages rather than being within a restrictive pre-determined range
  • Dharkon, Galeem, and Galleom’s rage values have been adjusted to 220 HP from 200 HP to not create Stamina battle issues.
  • Dracula’s transition HP value has been increased to 220 HP from 200 HP
  • Mario's voice audio no longer plays during the result screen when a boss wins
  • Secret maps are now available to be picked on the stage select screen
  • Squad Strike CSS is now fixed
  • Squad Strike/Training mode spawn in system fixed
  • Peach/Daisy will no longer be able to use their final smash when facing Dracula or WOL Master Hand, instead they'll get a passive healing ability (this prevents their final smashes from erasing the bosses)

1.0.1:

  • Ganon, Galleom, and Dracula no longer lose stocks when out of bounds.
  • Master Hand and Crazy Hand's team moves are forced into sync rather than being split sometimes.
  • Crazy Hand no longer becomes lifeless during complex moves
  • Master Hand and Crazy Hand's turn animations have been adjusted
  • Crazy Hand's speed no longer becomes doubled while turning

1.0.2:

  • Galleom has a new move on the Jump Button
  • Galleom has a new move on the Right DPAD Button
  • Rathalos can no longer land mid-air
  • Rathalos' ground attacks properly stay grounded
  • Rathalos' air attacks properly stay air-bound
  • Rathalos now has proper animation speeds

1.0.3:

  • Master Hand and Crazy Hand turning while activating a team attack no longer causes issues
  • Galleom, Ganon, and Dracula now have proper spawn in locations when it's their turn to spawn in Squad Strike
  • Adjusted the starting position of Crazy Hand's hand-flop move in order to not clip into the stage as much
  • Fixed an AI stub on Crazy Hand's second throw animation

1.0.4:

  • Master Hand and Crazy Hand no longer can perform their duet attacks on their own
  • Master Hand's rings toss move now goes by his position

1.0.5:

  • Master Hand and Crazy Hand's team moves no longer can be triggered if they're not on the same team
  • Crazy Hand's invisible fighter character no longer drops out of bounds mid-fight
  • All bosses (except Giga Bowser) have a new death effect
  • Dracula's "anger" status now starts once he's been dealt at least 100 damage

1.0.6:

  • Ganon's laser attack now activates when facing the CPU version of him
  • Master Hand and Crazy Hand's intro animation correctly plays
  • Marx' death animation no longer plays a continuous death effect after death
  • Marx' death camera is no longer locked in a fixed position after his death

1.0.7:

  • Dharkon no longer deletes Master Hand within Classic Mode
  • Galeem no longer deletes Master Hand within Classic Mode
  • Dharkon has a new targeting object
  • Galeem has a new targeting object

1.0.7b: PRC Changes

  • Changed the final stage of Dharkon in Classic mode
  • Changed the final stage of Galeem in Classic mode

1.0.8:

  • Master Hand's bullet attack properly shoots 3 bullets when fully charged

1.0.9:

  • Master Hand, Crazy Hand, Marx, Dharkon, and Galeem no longer subtly move up or down when idle while a player is controlling them.
  • Some adjustments to force the boss into their death animation when they reach the proper HP threshold
  • Ganon and Galleom's duplicate death code has been removed
  • PRC Edit: Galeem’s Classic Route was changed

1.1.0:

  • Ganon's CPU AI levels have been adjusted to better match how he behaves in regular gameplay
  • Ganon's AI adjusts with HP, meaning at 300 damage, regardless of gamemode, he will be put into "anger" mode (just as in the regular boss battle)
  • Dracula's phase HP healing abilities have been slightly adjusted

1.1.1:

  • Fixed an issue where "floaty" bosses would continue to slowly move upwards
  • Adjusted the speed at which some bosses move during their attack animations
  • PRC Change: Rathalos' Classic Mode route has been changed

1.1.2:

  • All boss death animations have been reworked to better fit how they're defeated in regular gameplay
  • Boss death animations once the game ends has been fixed
  • Master Hand and or Crazy Hand when controlled by AI properly go to their intended positions when doing a slap attac...
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Competitive Playable Bosses 1.0.0 - BETA

29 Jun 01:11
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BETA BEFORE THE FULL RELEASE!

You heard that right! This is the beta before the finalized release of the Competitive Playable Bosses mod.

PLEASE report every issue (that isn't listed in the category labeled "ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME") in the issues section of GitHub, your feedback truly matters!

Thank you for downloading!

Changes

  • Princess Peach and Princess Daisy cannot use their final smash when any boss is spawned in (they will still glow but pressing the special ability button won't trigger the final smash)
  • Flying bosses (Master Hand, Crazy Hand, Dharkon, Galeem, Marx, and WOL Master Hand) are no longer restricted on their vertical axis when going upwards.
## Boss Pre-Set HP
- Master Hand: 400 HP (Stuns at 200 HP)
- Crazy Hand: 400 HP (Stuns at 200 HP)
- Dharkon: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Galeem: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Marx: 400 HP (Receives reduced damage)
- Giga Bowser 500 HP (No Knockback)
- Ganon: 600 HP (Stuns at 200 HP)
- Dracula: 700 HP (Phase 1 dies at 200 HP, Phase 2 dies at 500 HP. If you want to play Dracula in Stamina mode, always play Dracula with above 200 HP or else he won't reach phase 2)
- Rathalos: 600 HP (Stuns at 300 HP)
- Galleom: 700 HP (Rage at 200 HP)
- WOL Master Hand: 400 HP

ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME:

  • If the msg_name.msbt file that comes with this mod fails to execute (that meaning you have conflicting msg_name.msbt files from other mods) and have another language other than English, you run the risk of the game crashing when selecting Dharkon, Galeem, or Dracula (having Spanish as your main language in SSBU is the largest example of this).

In short: Make sure your msg_name.msbt file is working or you have your language set to English. If your msg_name.msbt file is installed properly you can use any language you want without the risk of a crash!

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).
  • Boundaries will unfortunately be very restrictive for bosses making navigation around the few but notable obstacle filled stages impossible (can go vertically indefinitely).
  • Dharkon and Galeem crashing the game when attempting to open the training mode pause menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • The game does not end naturally if Dharkon or Galeem are in a match with no time limit.
  • CPU Dharkon or Galeem crashing the game if the game naturally ends (only possible way for this to happen is a time limit)

Credit for Giga Bowser CSS

Please submit your issues! It really helps!

Full Changelog: 0.9.9.3...1.0.0-BETA

Competitive Playable Bosses PRE-RELEASE 0.9.7-Fix -- CSS Limit Removed!

19 Jun 20:10
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Changes

(Ignore the fact this was more recently edited than the 0.9.9 versions. I accidently edited the tag)

  • You can now select bosses properly within the WOL game mode after unlocking Mario.
  • The playable World of Light Master Hand now properly spawns in.
  • Dracula animations smoothed out
  • Dracula's teleport is fixed
  • BIG ONE: You can now have all the bosses and DLC's work together! Thanks to CoolSonicKirby's CSS limitation remover, there is no longer a cap of 91 CSS slots!

Boss Pre-Set HP

  • Master Hand: 360 HP
  • Crazy Hand: 360 HP
  • Dharkon: 400 HP
  • Galeem: 400 HP
  • Marx: 300 HP
  • Ganon: 400 HP
  • Dracula: 500 HP
  • Rathalos: 400 HP
  • Galleom: 400 HP
  • WOL Master Hand: 300 HP

Known issues

  • In a Smash mode where there's no stock limit, bosses will be repeatedly KO'd every second.
  • Dharkon and Galeem cause the game to be put into a locked state during the final results screen if the player dies while playing as them.
  • Rathalos has issues on any stage except full flat battlefields.
  • Dracula's second stage has potential issues spawning in when not playing on a full flat battlefields.

Note

  • The white box that appears in the upper-left corner of the Character Select Screen (aka CSS) is due to this plugin not containing CoolSonicKirby's CSS Redirector which stands currently as a paid plugin which I cannot redistribute. This plugin is not necessary for functionality but does make the CSS look much cleaner by getting rid of the little white box.

Credit for Giga Bowser CSS

Full Changelog: 0.9.7...0.9.7-Fix

Competitive Playable Bosses PRE-RELEASE 0.9.9.3 -- Minor bug fixes

28 Jun 10:59
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Notes

  • Please report all issues you find (excluding the ones that are mentioned below in the "Known Issues" section)
  • We're going to release the full 1.0.0 Beta of this mod very soon once we smooth out all the bugs.

Changes

  • Bosses now have an indicator of when they reach out of bound territory (don't worry they won't die, but they will take damage over time, potentially reaching their HP limit if they decide to do this for a long enough period of time).
  • Out of bounds have been fixed in Stamina mode
  • Flying bosses can no longer go out of bounds and cause repeated death issues; lagging the game
  • Fixed AI Ganon getting stuck in the ground after jumping
  • Ganon has a new move on the Right D-PAD button
  • Boss player pointers no longer show at the start of a match
  • Switched around hidden stages in the lib.rs file
## Boss Pre-Set HP
- Master Hand: 400 HP (Stuns at 200 HP)
- Crazy Hand: 400 HP (Stuns at 200 HP)
- Dharkon: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Galeem: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Marx: 400 HP (Receives reduced damage)
- Giga Bowser 500 HP (No Knockback)
- Ganon: 600 HP (Stuns at 200 HP)
- Dracula: 700 HP (Phase 1 dies at 200 HP, Phase 2 dies at 500 HP. Keep in mind that if you want to play Dracula in Stamina mode, always play Dracula with above or equal to 250 HP if you want him to reach phase 2 without immediately dying)
- Rathalos: 600 HP (Stuns at 300 HP)
- Galleom: 700 HP (Rage at 200 HP)
- WOL Master Hand: 400 HP

Known issues

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).

ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME:

  • If the msg_name.msbt file that comes with this mod fails to execute (that meaning you have conflicting msg_name.msbt files from other mods) and have another language other than English, you run the risk of the game crashing when selecting Dharkon, Galeem, or Dracula (having Spanish as your main language in SSBU is the largest example of this).

In short: Make sure your msg_name.msbt file is working or you have your language set to English. If your msg_name.msbt file is installed properly you can use any language you want without the risk of a crash!

  • Boundaries will unfortunately be very restrictive for bosses making navigation around the few but notable obstacle filled stages impossible
  • Dharkon and Galeem crashing the game when attempting to open the training mode pause menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • The game does not end naturally if Dharkon or Galeem are in a match with no time limit.
  • CPU Dharkon or Galeem crashing the game if the game naturally ends (only possible way for this to happen is a time limit)

Credit for Giga Bowser CSS

Full Changelog: 0.9.9.2...0.9.9.3

Competitive Playable Bosses PRE-RELEASE 0.9.9.2 -- Language Support and minor bug fixes

27 Jun 23:42
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Changes

  • Added language support for all bosses to spawn in just in case someone doesn't have the msg_name.msbt file (keep in mind Spanish seems to have crashing issues more than others, so make sure you have that msg_name.msbt file installed with no other conflicting msg_name.msbt files from other mods in order to prevent this).
  • WOL Master Hand properly spawns in if the user doesn't have a msg_name.msbt file
  • Reworked Rathalos' death code
## Boss Pre-Set HP
- Master Hand: 400 HP (Stuns at 200 HP)
- Crazy Hand: 400 HP (Stuns at 200 HP)
- Dharkon: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Galeem: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Marx: 400 HP (Receives reduced damage)
- Giga Bowser 500 HP (No Knockback)
- Ganon: 600 HP (Stuns at 200 HP)
- Dracula: 700 HP (Phase 1 dies at 200 HP, Phase 2 dies at 500 HP. Keep in mind that if you want to play Dracula in Stamina mode, always play Dracula with above 200 HP if you want him to reach phase 2 without immediately dying)
- Rathalos: 600 HP (Stuns at 300 HP)
- Galleom: 700 HP (Rage at 200 HP)
- WOL Master Hand: 400 HP

Known issues

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).

ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME:

  • If the msg_name.msbt file that comes with this mod fails to execute (that meaning you have conflicting msg_name.msbt files from other mods) and have another language other than English, you run the risk of the game crashing when selecting Dharkon, Galeem, or Dracula (having Spanish as your main language in SSBU is the largest example of this). In short: Make sure your msg_name.msbt file is working and installed properly. Once it's installed properly you can use any language you want without the risk of a crash!
  • Dharkon and Galeem crashing the game when attempting to open the training mode pause menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • The game does not end naturally if Dharkon or Galeem are in a match with no time limit.
  • CPU Dharkon or Galeem crashing the game if the game naturally ends (only possible way for this to happen is a time limit)

Credit for Giga Bowser CSS

Full Changelog: 0.9.9.1...0.9.9.2

Competitive Playable Bosses PRE-RELEASE 0.9.9.1 -- Tweaks and Massive Amounts of Bug Fixes

27 Jun 09:26
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Changes

  • Giga Bowser has an HP limit and is treated just like all other bosses (500 HP)
  • Giga Bowser has absolutely no knockback regardless of game mode
  • Buff: Dracula HP raised to 700 (was 600)
  • Buff: Ganon HP raised to 600 (was 500)
  • Buff: Marx damage vulnerability lowered
  • Nerf: Ganon has a stun animation
  • Nerf: Rathalos Damage multiplier has been reduced to 2.25 (was 2.5)
  • Nerf: Rathalos can no longer shorted the stun duration like all of the other bosses that do have a stun animation (we believe his stun was already very short).
  • Rathalos' stun animation properly triggers and doesn't abruptly cut
  • Giga Bowser can now die in Stamina Mode without the game freezing
  • Dracula's health gets replenished upon entering phase 2
  • Dracula's phase 2 animation plays entirely
  • Rathalos no longer gets taken over by his AI after performing an attack while flying
  • Rathalos plays the proper flying animations depending on the users throttle input
  • Ganon's AI properly stubs
  • Ganon walks forward and back properly
  • Ganon no longer goes into a lower Y-position than when he started when he jumps
  • Ganon has a new move on the D-PAD up button
  • Galleom animations have been smoothed out
  • Galleom AI properly stubs
  • Galleom walks forward and back properly
  • Galleom's Death animation plays properly
  • Ganon's death animation plays properly
  • Marx animations have been smoothed out
  • Marx seed attack no longer ends prematurely
  • Dharkon stock count decreases properly
  • Galeem stock count decreases properly
  • Bosses no longer repeatedly die.
  • The way boss HP works has been reworked entirely in order to accommodate for Stamina Mode
  • Fixed the typo's of the word "Laser" on Move Lists.
## Boss Pre-Set HP
- Master Hand: 400 HP (Stuns at 200 HP)
- Crazy Hand: 400 HP (Stuns at 200 HP)
- Dharkon: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Galeem: 400 HP (Stuns at 100 HP, Rage at 200 HP)
- Marx: 400 HP (Receives reduced damage)
- Giga Bowser 500 HP (No Knockback)
- Ganon: 600 HP (Stuns at 200 HP)
- Dracula: 700 HP (Phase 1 dies at 200 HP, Phase 2 dies at 500 HP. Keep in mind that if you want to play Dracula in Stamina mode, always play Dracula with above 200 HP if you want him to reach phase 2 without immediately dying)
- Rathalos: 600 HP (Stuns at 300 HP)
- Galleom: 700 HP (Rage at 200 HP)
- WOL Master Hand: 400 HP

Known issues

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).

ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME:

  • Dharkon and Galeem crashing the game when attempting to open the training mode pause menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • The game does not end naturally if Dharkon or Galeem are in a match with no time limit.
  • CPU Dharkon or Galeem crashing the game if the game naturally ends (only possible way for this to happen is a time limit)

Credit for Giga Bowser CSS

Full Changelog: 0.9.9...0.9.9.1

Competitive Playable Bosses PRE-RELEASE 0.9.9 -- Dracula and Rathalos buffs and bug fixes!

25 Jun 11:04
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Changes

  • Buff: Dracula damage power increased from multiplier of 1.5 to 2.0
  • Buff: Rathalos damage power increased from multiplier of 1.5 to 2.5
  • Dracula is now fully functional on every map and properly spawns in
  • Dracula's spawn in animation for phase 2 now works
  • Dracula's moves no longer can get frozen in that position
  • Dracula CPU properly spawns in
  • Dracula animations are no longer cutting before they should
  • Dracula phase 2 moves have been assigned to different control keys in order to match with the action they perform
  • Rathalos has the correct death animation
  • Rathalos has a different animation for navigating the World of Light map
## Boss Pre-Set HP
- Master Hand: 400 HP
- Crazy Hand: 400 HP
- Dharkon: 400 HP
- Galeem: 400 HP
- Marx: 400 HP
- Ganon: 500 HP
- Dracula: 600 HP
- Rathalos: 600 HP
- Galleom: 700 HP
- WOL Master Hand: 400 HP

Known issues

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).
  • Dharkon and Galeem crash the game when attempting to open the training mode menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • In a Smash mode where there's no stock limit, bosses will be repeatedly KO'd every second.
  • Dharkon and Galeem cause the game to be put into a locked state during the final results screen if the player fully dies while playing as them.

Credit for Giga Bowser CSS

Full Changelog: 0.9.8.5...0.9.9

Competitive Playable Bosses PRE-RELEASE 0.9.8.5 -- Boss changes and bug fixes

25 Jun 03:49
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Changes

  • Buff: Master Hand 360 HP --> 400 HP (Leniency range of 1.1)
  • Buff: Crazy Hand 360 HP --> 400 HP (Leniency range of 1.1)
  • Buff: Marx 350 HP --> 400 HP (Leniency range of 1.1)
  • Buff: Dracula 500 HP --> 600 HP (Leniency range of 1.1)
  • Buff: Galleom 400 HP --> 700 HP (Leniency range of 1.1)
  • Buff: Rathalos 400 HP --> 600 HP (Leniency range of 1.1)
  • Buff: Ganon 400 HP --> 500 HP (Leniency range of 1.1)
  • Buff: WOL Master Hand 300 HP --> 400 HP (Leniency range of 1.1)
  • Master Hand CPU properly holds his bullet ability longer and fires 3.
  • Rathalos has been smoothed out and now operates correctly
  • Rathalos Special Upper attack has been changed
  • Rathalos Special Lower attack while flying has been changed
  • Rathalos Normal Side attack has been changed
  • Rathalos Special Normal attack while flying has been changed
  • Rathalos description in Move List has been changed
  • Added Marx Final Smash description (no he doesn't have a final smash, I just forgot to put this in the file).
## Boss Pre-Set HP
- Master Hand: 400 HP
- Crazy Hand: 400 HP
- Dharkon: 400 HP
- Galeem: 400 HP
- Marx: 400 HP
- Ganon: 500 HP
- Dracula: 600 HP
- Rathalos: 600 HP
- Galleom: 700 HP
- WOL Master Hand: 400 HP

Known issues

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).
  • Dharkon and Galeem crash the game when attempting to open the training mode menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • In a Smash mode where there's no stock limit, bosses will be repeatedly KO'd every second.
  • Dharkon and Galeem cause the game to be put into a locked state during the final results screen if the player fully dies while playing as them.

Credit for Giga Bowser CSS

Full Changelog: 0.9.8.4...0.9.8.5

Competitive Playable Bosses PRE-RELEASE 0.9.8.4 -- Gameplay Changes, Bug Fixes, and Added Move List Images

24 Jun 09:19
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Changes

  • Unique images were added onto the Move List menu to help players understand the boss' abilities.
  • Marxs' black hole no longer keeps the opponent trapped in an invisibility dragging loop.
  • WOL Master Hand now properly does his moves when another player is controlling him.
  • Fixed Dharkon and Galeem spawn in during training mode but keep in mind when exiting training mode while they are still on the stage results in a crash (read known issues for more details).
  • Buff: Marx 300 HP --> 350 HP
  • Fixed typos on Move List menu
## Boss Pre-Set HP
- Master Hand: 360 HP
- Crazy Hand: 360 HP
- Dharkon: 400 HP
- Galeem: 400 HP
- Marx: 350 HP
- Ganon: 400 HP
- Dracula: 500 HP
- Rathalos: 400 HP
- Galleom: 400 HP
- WOL Master Hand: 300 HP

Known issues

  • The person within Player 1 has the potential to control WOL Master Hand regardless of whoever selected him (only other real players, not CPU).
  • Dharkon and Galeem crash the game when attempting to open the training mode menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • In a Smash mode where there's no stock limit, bosses will be repeatedly KO'd every second.
  • Dharkon and Galeem cause the game to be put into a locked state during the final results screen if the player dies while playing as them.
  • Rathalos has issues on any stage except full flat battlefields.
  • Dracula's second stage has potential issues spawning in when not playing on a full flat battlefields.

Credit for Giga Bowser CSS

Full Changelog: 0.9.8.3...0.9.8.4

Competitive Playable Bosses PRE-RELEASE 0.9.8.3 -- Move List

22 Jun 17:41
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Changes

  • Added each boss' own unique Move List character in order to better understand the basics of each boss. These move-set explanations do not go in depth as some bosses have unique inputs that are almost impossible to explain without picking it up throughout playing over time.
  • Updated dependencies file versions
  • Updated Skyline version that comes with the mod

Boss Pre-Set HP

  • Master Hand: 360 HP
  • Crazy Hand: 360 HP
  • Dharkon: 400 HP
  • Galeem: 400 HP
  • Marx: 300 HP
  • Ganon: 400 HP
  • Dracula: 500 HP
  • Rathalos: 400 HP
  • Galleom: 400 HP
  • WOL Master Hand: 300 HP

Known issues

  • In a Smash mode where there's no stock limit, bosses will be repeatedly KO'd every second.
  • Dharkon and Galeem cause the game to be put into a locked state during the final results screen if the player dies while playing as them.
  • Rathalos has issues on any stage except full flat battlefields.
  • Dracula's second stage has potential issues spawning in when not playing on a full flat battlefields.

Credit for Giga Bowser CSS

Full Changelog: 0.9.8.2...0.9.8.3